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Mag Grineerilator 2-1-3 Ability Nuke Combo

by last updated 4 years ago

00

Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
190
HEALTH
280
SHIELD
555
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
105
Damage Reduction
25.9%
EFFECTIVE HIT POINTS
1,118
Guide
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Mag builds
Builds by loblaw

Mag Grineerilator 2-1-3 Ability Nuke Combo

With this build, I am trying to create a 2-1-3 ability combo that should allow you to nuke enemies with some degree of efficiency. In this guide, I will provide an explanation for why I chose each mod, and how to use this setup to it's fullest potential.

MODS

Goals

Our primary purpose is to create a spammable nuke. This means that we need to maximize range and efficiency first and foremost. Additionally, since we will also be using Mag's third ability (Polarize - this is the ability whose range we need to maximize. Fortunately, it's range is affected by duration!), and since we want to keep [Mag]'s bullet attractor bubbles (second ability) active for as long as possible, we will be focusing on ability duration as well. Polarize also creates a damaging explosion whose damage is modified by strength, but since this effect has a relatively low radius (and since it does not scale with enemy level!), we will ignore it. Finally, to prevent toxin damage from slaughtering [Mag], we want to increase her health. To summarize, we want to:

  1. Maximize range
  2. Maximize efficiency
  3. Increase duration
  4. Increase health

Mod Choices

Range

I have chosen [Stretch] and [Augur Reach], which will increase the range to 175%. If you wish to [Extend] the range even further, you can replace [Augur Reach] with [Overextended] (which does reduce ability strength, but again, we do not care about this). This would [Extend] the range to 235%.

Efficiency

I have chosen [Streamline] and [Fleeting Expertise], which increases the efficiency to the cap of 175%. Additionally, while there is no need to max [Streamline], you MUST NOT maximize [Fleeting Expertise]! Since we have both mods, maximizing [Fleeting Expertise] would decrease the ability duration in exchange for no efficiency gains, whatsoever.

Duration

I have chosen [Constitution], [Continuity], and [Augur Message]. These would increase the duration to 182%, but [Fleeting Expertise] decreases the duration by 50%, so the total duration is 132%.

Heatlh

To increase health, I have simply chosen Vitality, which is more than sufficient.

Aura

I chose Steel Charge because it is a relatively easy-to-obtain Madurai (V) polarity aura (it sometimes shows up in the Nightwave cred offerings for a meager 20 credits - keep an eye out for it!). Additionally, it has an additional 2 base mod capacity, resulting in a total max capacity of 78 instead of 74 (conveniently, [Overextended] has a drain exactly 4 units higher than that of Augur Reach). If you want something more useful, I would replace it with Growing Power (another 9-capacity Madurai (V) aura!), if you have it. However, if you do not wish to replace [Augur Reach] with Overextended, you can equip any aura you wish, although I would recommend using a forma to change the polarity to Naramon (-) and equipping [Energy Siphon] instead.

Exilus

I chose [Enemy Sense] because it allows you to see enemy locations. This can be very useful when using your bullet attractor bubbles, as I will discuss later. However, it is purely optional - if you do not have a warframe exilus adapter, to not worry about trying to get one (although one is available as a rank up reward in the Glassmaker Nightwave!).

Total Stats

The net stats shown below have been obtained by inputting the stats produced by this setup into the Ability Maximization tab for [Mag]. Note that Polarize will have an initial radius of the displayed 14 meters, and will propagate outwards an additional 52.94 meters. So, the total Polarize range will be 66.94 meters:

<blockquote class="imgur-embed-pub" lang="en" data-id="a/wixL14V"><a href="//imgur.com/a/wixL14V">Mag Stats</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>

How to Use

This build is unfortunately only effective against Grineer, since it uses enemies' armor against them, and most Corpus units do not have armor.

The first thing you need to do is find a large clump of enemies and use your second ability on one of them. This will cause enemies surrounding the bubble to be pulled inside, next to the target. Then, use your first ability to pull other enemies into the attraction radius of the bubble.

If there are no other clumps of enemies you need to take care of, simply use your third ability to turn the enemies' armor into deadly projectiles, and observe the carnage!

However, if there are other clumps of enemies, quickly run to them and use your second ability on them as well (this is where bullet jumps really come in handy!). I am not sure if you should use your first ability at this point, since I am not sure if the ability affects enemies in your bubbles (I sold my [Mag] a while ago, and I unfortunately never thought to test this). This is something you can quickly test, though. After you have placed either the maximum number of bubbles you can (3), or if there are no more enemies clumps to snag, go to a place between the bubbles and use your third ability to shatter their armor and (hopefully) kill all of them. You need to make sure you place your bubbles in such a way that you can hit all of them with a single use of your third ability - this will take some getting used to but... Practice makes perfect!

If you need to, quickly replenish your overshields using your fourth ability.